gdpd/GdpdExample/osc.gd
doohoyi db6b1d3085 added verbose onoff & added new example & added universal or not select
- now use : ./update.sh osx release x86_64 or ./update.sh osx release 
universal

by default, it is universal.
2023-10-23 15:21:00 +09:00

101 lines
2.8 KiB
GDScript

extends RigidBody
export (String, MULTILINE) var patch = ""
export (float, 0, 100) var audible_range_max = 10.0
export (float, 1, 12) var preset = 1
var _my_patch = "res://osc.pd"
var _my_id = 0
func set_size(size):
$CollisionShape.shape.radius = size
$MeshInstance.mesh.radius = size
$MeshInstance.mesh.height = size * 2
func set_freq(freq):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('freq')
Global._gdpd.add_float(freq)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_gain(gain):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('gain')
Global._gdpd.add_float(gain)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_param(param):
Global._gdpd.start_message(param.size()+1)
Global._gdpd.add_symbol("param")
for i in range(param.size()):
Global._gdpd.add_float(param[i])
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_preset(prs):
preset = prs
Global._gdpd.start_message(2)
Global._gdpd.add_symbol("preset")
Global._gdpd.add_float(prs)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_color(color):
$MeshInstance.material_override = SpatialMaterial.new()
$MeshInstance.material_override.albedo_color = color
func _ready():
# save patch (for export)
# _save_patch()
# load patch
_my_id = Global.load_patch(ProjectSettings.globalize_path(_my_patch))
# listen 'player_transform_updated' event
Events.connect("player_transform_updated", self, "_on_Events_player_transform_updated")
# send 'preset'
set_preset(preset)
func _on_Events_player_transform_updated(playerpos, playerheading):
var mypos = get_global_translation()
var mypos2d = Vector2(mypos.x, mypos.z)
var playerpos2d = Vector2(playerpos.x, playerpos.z)
# calculate distance
var distance = mypos.distance_to(playerpos)
# calculate angle
var angle = fmod(fmod(playerpos2d.angle_to_point(mypos2d) + playerheading - PI/2, PI*2) + PI*2, PI*2)
# if angle > PI:
# angle = angle - PI*2
# radians to degrees
# if angle < 0:
# angle = angle + PI*2
angle = rad2deg(angle)
# (check)
# print(str(_my_id) +" : ("+ str(distance) +","+ str(angle) +")")
# calculate gain
# var gain = max(1 - distance/audible_range_max, 0)
var gain = 1 - distance/audible_range_max
# send to the patch
Global._gdpd.start_message(3)
Global._gdpd.add_symbol("panvol")
Global._gdpd.add_float(gain)
Global._gdpd.add_float(angle)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func _exit_tree():
Global.close_patch(_my_id)
pass
func _save_patch():
# save patch
# prepare directory
var patch_name = _my_patch.split("/")[-1]
var patch_dir = _my_patch.trim_suffix(patch_name)
var dir = Directory.new()
dir.make_dir_recursive(patch_dir)
# save to file
var file = File.new()
file.open(_my_patch, File.WRITE)
file.store_string(patch)
file.close()